All these adresses is also 2-byte even though there is no value above 255 so the second byte is never used

Arnethegreat

54

7E:0D4B

2 bytes

Objects

What type of Object ID #3 is.

Whenever a new sprite is spawned, it will always occupy the earliest ID that is empty, the same goes for the other FXobjects and such

Arnethegreat

55

7E:0D4D

2 bytes

Objects

What type of Object ID #4 is.

Arnethegreat

56

7E:0D4F

2 bytes

Objects

What type of Object ID #5 is.

Arnethegreat

57

7E:0D51

2 bytes

Objects

What type of Object ID #6 is.

Arnethegreat

58

7E:0D53

2 bytes

Objects

What type of Object ID #7 is.

Arnethegreat

59

7E:0D55

2 bytes

Objects

What type of Object ID #8 is.

I'm actually unsure if these values actually describe what Object it is as many objects share the same Value. **No, that is what these do. //Mattrizzle**

Arnethegreat

60

7E:0D57

2 bytes

Objects

What type of Object ID #9 is.

Arnethegreat

61

7E:0D59

2 bytes

Objects

What type of Object ID #10 is.

Arnethegreat

62

7E:0D5B

2 bytes

Objects

What type of Object ID #11 is.

Arnethegreat

63

7E:0D5D

2 bytes

Objects

What type of Object ID #12 is.

Arnethegreat

64

7E:0D5F

2 bytes

Objects

What type of Object ID #13 is.

Arnethegreat

65

7E:0D61

2 bytes

Objects

What type of Object ID #14 is.

Arnethegreat

66

7E:0D63

22 bytes

Objects

What type of object it is for Effect objects only (The glitter around a letter/Animal Token, the star that appears when hitting an enemy or getting hit, the letters on the DK-barrel, broken barrel debris etc. etc.)

Room for 11 IDs in total which all are 2 bytes each as in above

*Even though it's 2 bytes, the second byte is never used

Arnethegreat

67

7E:0D79

64 bytes

Objects

What type of object it is for Objects that spawns when you pick up bananas/letters

Room for 32 IDs in total which are all 2 bytes each

*Even though it's 2 bytes, the second byte is never used

Arnethegreat

68

7E:0DBA

30 bytes

Objects

The subpixel X-position for all Objects.

First two bytes are the subpixel position for Object ID #0 and next two are for Object ID #1 and so on.

*Even though it's 2 bytes, the second byte is never used

Arnethegreat

69

7E:0DD8

22 bytes

Objects

The subpixel X-position for all FX objects (as in 7E0D64)

I'd guess this is the subpixel position for the FX-objects but I can't be sure right now

Arnethegreat

70

7E:0DEE

64 bytes??

Objects

Seems to be totally unused but is probably (as it follows the pattern) the X-subposition for Objects that are spawned when picked up such as bananas/letters

On the other hand, It might not be, some changes on King K.Rool

Arnethegreat

71

7E:0E22

30? bytes

Objects

Probably subpixel Y-position for all Objects. Will check later

Not really sure yet have to check further

Arnethegreat

72

7e:0E89

30 bytes

Objects

X speed of each object (2 bytes per object)

RainbowSprinklez

73

7E:1029

30 bytes

Objects

Status value for each object (2 bytes per object)

These vary depending on the object's value in the table at $0D45.

Mattrizzle

74

7E:1139

30 bytes

Objects

Speed of each object's animation (2 bytes per object)

Normal Speed: #$0100 (256 in decimal) This doesn't seem to affect some animations, such as the Kongs' running animation.

Mattrizzle

75

7E:1699

2 bytes

State

Donkey rolling state (second byte never used)

RainbowSprinklez + Tompa

76

7E:169B

2 bytes

State

Diddy rolling state (second byte never used)

RainbowSprinklez + Tompa

77

7E:16A1

2 bytes

Misc.

What position you were at when last Y (started a roll) with Donkey as your first character (Active) (When 7E16E5 is 4, it will not register)

Arnethegreat

78

7E:16A3

2 bytes

Misc.

What position you were at when last pressed Y (started a roll) with Diddy as your first character (Active) (When 7E16E7 is 4, it will not register)

Arnethegreat

79

7E:16A5

2 bytes

Misc.

What position you were at when last pressed B (Jumped) with Donkey as your first character (Active)

Arnethegreat

80

7E:16A7

2 bytes

Misc.

What position you were at when last pressed B (Jumped) with Diddy as your first character (Active)

Amount of distance in pixels you have traveled while holding Y with Donkey but not while rolling

Arnethegreat

84

7E:16E3

2 bytes?

Counter

Amount of distance in pixels you have traveled while holding Y with Diddy but not while rolling

Arnethegreat

85

7E:16E5

1 byte

Misc.

Donkey

Tompa

86

7E:16E7

1 byte

Misc.

Diddy roll whenever locked at 2

Tompa

87

7E:16F5

2 bytes

Misc.

What Object Donkey Kong is currently holding0 is none2 is ID#1 and 4 is ID#2 and so on (ID #1 & #2 is always Donkey & Diddy when inside a level)

*Even though it's 2 bytes, the second byte is never used

Arnethegreat

88

7E:16F7

2 bytes

Misc.

What Object Diddy Kong is currently holding

*Even though it's 2 bytes, the second byte is never used

Arnethegreat

89

7E:16FA

1 byte

State

SJ state. Donkey. When 0, SJ is stored

RainbowSprinklez

90

7E:16FC

1 byte

State

SJ state. Diddy. When 0, SJ is stored

RainbowSprinklez

91

7E:180F

2 bytes

Misc.

Main character 'mode'. (Jumping/Rolling/Swings from a rope etc. etc.

Values:0: Idle/Walking/Running1: Jumping2: Pick up, put down and throw barrel3: Unknown4: Bouncing off an enemy you can't kill.5: Unknown6: Rolling7: Ground pound and riding a steel barrel8: Ducking9: Climbing10: Swinging11: Crawling12: Jumping with animals and barrels13: Being shot out from and being inside a barrel14: Shot out of a barrel while still having control (Or something like that)15: Swimming16: Inside Cart17: Mounting Enguarde

*Even though it's 2 bytes, the second byte is never used

Tompa

92

7E:1B03

1 byte

Flag

0 if you are on overworld, 1 if you are in a stage

RainbowSprinklez

93

7E:1E15

2 byte

Flag

Bunch of flags. Bit 5 means you are in a bonus, when bit 10 is set you can start select out of animal bonuses

RainbowSprinklez

94

7E:1E17

1 byte

Counter

Enemies jumped on in a row. Goes up to value 7, then you'll get an extra life for every new hit.

Tompa

95

7E:1E1B

2 bytes

Timer

Represent track's fuel in TuT

Goes down 0x40 per frame

RainbowSprinklez

96

7E:F9FC

0xff bytes

Array, 8 bit

Last checkpoint

ONLY alters the base level to have the current checkpoint

RainbowSprinklez

97

7E:FC00

???

Array, 32 bit

Hold all adjacent level codes

Indexed by 3e * 4

RainbowSprinklez

98

99

7E:

100

7E:

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